Hand-held interactive game

ABSTRACT

A game apparatus has a plurality of actuation devices in which at least two of the actuation devices require different mechanical actions for actuation. The apparatus further includes a speaker, a display screen, and a processor coupled to each of the actuation devices and to the display screen and the speaker. The processor outputs a first command signal to the speaker relating to a first actuation device, then outputs a second command signal to the speaker when the first actuation device is actuated, with the second command signal relating to a second actuation device. The processor outputs image signals to the display screen that are representative of the mechanical actions being taken.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to an interactive system, and to aninteractive game that can be played by a single player or by multipleplayers.

2. Description of the Prior Art

There currently exists hand-held games that generate voice instructionsor sound prompts which require a player to perform an operation orotherwise respond to these instructions or prompts.

As an example, U.S. Pat. No. 6,086,478 discloses a hand-held voice gamethat requires a player to select between different operations dependingon the sound prompt generated by the game. Other examples areillustrated in U.S. Pat. Nos. 4,770,416 and 5,271,627.

Most of these games provide only audio output for the voice instructionsor sound prompts. Thus, the child or user only receives primarily anaudio response, which is not always effective in creating or simulatinga more “real” or “live” environment for the game.

SUMMARY OF THE INVENTION

It is an object of the present invention to provide an interactive gamethat provides the user with a “live” experience.

In order to accomplish the above-described and other objects of thepresent invention, the present invention provides a game apparatushaving a plurality of actuation devices in which at least two of theactuation devices require different mechanical actions for actuation.The apparatus further includes a speaker, a display screen, and aprocessor coupled to each of the actuation devices and to the displayscreen and the speaker. The processor outputs a first command signal tothe speaker relating to a first actuation device, then outputs a secondcommand signal to the speaker when the first actuation device isactuated, with the second command signal relating to a second actuationdevice. The processor outputs image signals to the display screen thatare representative of the mechanical actions being taken. The processorcan also output an error signal to the speaker if the first actuationdevice is not actuated within a predetermined period of time, or when anactuation device other than the first actuation device is actuated inresponse to the first command signal.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of an interactive game according to oneembodiment of the present invention.

FIG. 2 is a schematic block diagram of the electronics of the game ofFIG. 1.

FIG. 3 is a perspective view of an interactive game according to anotherembodiment of the present invention.

FIG. 4 is a schematic block diagram of the electronics of the game ofFIG. 3.

FIG. 5 is a perspective view of an interactive game system according toanother embodiment of the present invention.

FIG. 6 is a perspective view of an interactive game system according toyet another embodiment of the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

The following detailed description is of the best presently contemplatedmodes of carrying out the invention. This description is not to be takenin a limiting sense, but is made merely for the purpose of illustratinggeneral principles of embodiments of the invention. The scope of theinvention is best defined by the appended claims.

The present invention provides an interactive game, and in someembodiments, a game system, which simulates a “live” experience for theuser. In one embodiment, the present invention can be embodied in theform of an interactive game that simulates a “live” experienceassociated with the tasks to be performed by the player. In anotherembodiment, the present invention can be embodied in the form of aninteractive game system.

FIG. 1 illustrates an interactive game 10 according to one embodiment ofthe present invention. The game 10 includes a housing that includes acentral body portion 12, and two side handle portions 14 and 16 that canbe gripped by the hands of a player. A variety of actuation devices areaccessible at different locations of the housing. For example, theactuation devices can include pressure switches 18 and 20 (also referredto herein as a bop it button) that can be provided on both handleportions 14 and 16 so that the player can actuate a bop it button 18 or20 with either hand. The actuation devices can also include a pullswitch 22 (also referred to herein as a pull knob) that is located at anend of a handle portion 14. The pull knob 22 can be actuated by pullingthe knob 22 along an axial axis 24 extending along the handle portion14. The actuation devices can also include a rotational switch 26 (alsoreferred to herein as a twist knob) that is located at the otheropposing end of the handle portion 14, and is actuated by twisting theknob 26. The actuation devices can further include lever switches 30 and32 (also referred to herein as a pivot knob) that are located along thehandle portion 16, and are actuated by pivoting the knob 30 or 32. Thebuttons 18, 20 and knobs 22, 26, 30, 32 are merely non-limitingexamples, and other actuation devices can be provided on any of thehandle portions 14, 16, or on the body portion 12.

A speaker 28 and a display screen 34 can be provided in the body portion12. The speaker 28 outputs audio sounds, instructions and prompts, whilean image or streaming video can be simultaneously played on the screen36. The image or video can illustrate or represent features orcharacteristics of the game being played, thereby providing the playerwith a “live” environment associated with the game.

FIG. 2 is a schematic block diagram of the electronics of the game 10. Aprocessor 40 is electrically coupled to a memory 42, a timer 44, thespeaker 28, the display screen 34, the buttons 18, 20, and the knobs 22,26, 30, 32. The processor 40 operates under the control of one or moreprograms stored in the memory 42, which can be a ROM or a RAM. Thememory 42 can also store data relating to the voice instructions andrelating to sounds or prompts that are generated during the course ofplay. The memory 42 can also store data relating to the images or videoto be displayed at the screen 34. The timer 44 can be used for measuringa predetermined period of time in which the selected actuation devicemust be actuated for game play to progress, and for generating a gametempo that increases randomly as game play progresses. The processor 40,the memory 42 and the timer 44 are readily available integrated circuitsthat have operational capabilities that are suitable for providing thefunctions of the present invention. In addition, these functions can beperformed by an ASIC, dedicated logic circuits, or by a state machine.

The processor 40 receives actuation signals generated by each of thebuttons 18, 20 and the knobs 22, 26, 30, 32, and determines whether itcorresponds to the selected actuation device that the player wasinstructed to actuate. If a player actuates the correct actuation devicein response to an instruction within the predetermined period of time,the processor 40 selects another (or even the same) actuation device atrandom and generates corresponding command signals that are output toboth the speaker 28 and the screen 34. The speaker 28 would output thevoice instruction while the screen 34 would display images or a videothat accompanies or enhances the action or command. For example, brightcolors or flashing lights can be displayed at the screen 34, or a videoshowing a player pivoting a lever can accompany a command that instructsthe player to pivot a lever knob 30, 32. If a player actuates anincorrect actuation device, or does not actuate the correct actuationdevice within the predetermined period of time, as measured by the timer44, the processor 40 generates an error signal to be output to either orboth the speaker 28 and/or the screen 34. The signal can be output as analarm, a beep, or flashing lights (accompanied by visual or voiceinstructions). Any of these buttons 18, 20 or knobs 22, 26, 30, 32 canbe used to control the operation of the game 10. For example, thebuttons 18, 20 can also function as control buttons that allow a playerto select options, games, formats, and to turn the game 10 on or off.

A separate external memory 48, such as a compact disk or cartridge thataccompanies (or is sold with) the game 10, can be removably coupled tothe body portion 12 of the housing. The external memory 48 can becoupled with the processor 40 via an input/output (I/O) interface 50,which can be embodied in the form of a socket or port provided on thebody portion 12. The memory 48 can be used to store data and programsfor different games that can be downloaded to the memory 42 forexecution by the processor 40.

A power supply (not shown) can be provided in the housing and coupled tothe electronics in FIG. 2, and can be embodied in the form of anyconventional power supply, including batteries.

In use, the user turns on the game 10, and manipulates the buttons 18,20 to select a desired program for play. The program can be stored ineither or both the memories 42 and/or 48. The processor 40 will thenexecute the selected program, with the speaker 28 broadcasting voiceinstructions and/or accompanying sounds or music, while the screen 34 issimultaneously displaying images or video associated with the game.

FIGS. 3 and 4 illustrate a modification that can be made to the game 10in FIG. 1. In the embodiment 10 a of FIGS. 3 and 4, the same numeraldesignations will be used to designate the same elements in FIGS. 1 and2, except that an “a” will be added to the numeral in FIGS. 3 and 4. InFIGS. 3 and 4, the body portion 12 a includes a hand-held unit 15 a thatcan be removably coupled to a receiving well 19 a in the body portion 12a. The hand-held unit 15 a includes another processor 41 a and anotherspeaker 29 a, with another memory 43 a, the screen 34 a, and othercontrol buttons 46 a provided on the housing of the hand-held unit 15 aall being coupled to the processor 41 a. The port 50 a can be coupled tothe processor 41 a to facilitate communication with the external memory48 a, although the port 50 a can also be provided (see dotted lines inFIG. 4) on the body portion 12 a and coupled to the processor 40 a. Anantenna 45 a is provided on the body portion 12 a, and coupled to theprocessor 40 a. Similarly, an antenna 54 a is provided on the housing ofthe hand-held unit 15 a, and coupled to the processor 41 a. The antennas45 a, 54 a communicate signals with each other to facilitate theexchange of information, data, and programs between the respectiveprocessors 40 a and 41 a.

The embodiment 10 a in FIGS. 3 and 4 allow the game 10 a to be used as amulti-player game. In one example, a first player can hold the hand-heldunit 15 a and manipulate the buttons 46 a to select the actuation deviceto be actuated, using the screen 34 a to see what he/she is selecting. Asecond player holds the handle portions 14 a, 16 a and attempts toactuate the actuation device selected by the first player. The processor41 a communicates the appropriate command signals via the antennas 45 a,54 a to the processor 40 a, which causes the speaker 28 a to broadcastthe appropriate voice instructions. Alternatively, the processor 41 acan also cause the speaker 29 a to broadcast the appropriate voiceinstructions. If the second player actuates the correct actuation devicein response to an instruction within the predetermined period of time,the first player can select another (or even the same) actuation deviceat random and generates corresponding command signals that are output tothe speaker(s) 28 a and/or 29 a, and the screen 34 a.

The embodiment 10 a can even be coupled via the antenna 45 a to theInternet for communication with a remote user at a remote computer or aremote hand-held unit 15 a.

FIG. 5 illustrates how the game 10 a in FIGS. 3 and 4 can be modified orextended to different applications. In FIG. 5, the body portion 12 a andhandle portions 14 a, 16 a are replaced by a solid FIG. 12 b that can beessentially the same as the portions 12 a, 14 a, 16 a combined. The FIG.12 b has a housing with a plurality of pressure switches 18 b and 20 bprovided thereon, which can be the same as the switches 18 a, 20 a. Theplayer holds a hand-held unit 15 b (which can be the same as 15 a) andcan engage in a number of different play modes.

In one example, the processor (not shown, but can be the same as 40 a)in the FIG. 12 b executes a program which broadcasts (via a speaker 28b) the name of the body part (e.g., chest) that needs to be struck. Theplayer then attempts to strike the switch 18 b at that body part in asimilar manner as actuating an actuation device in the game 10 a, withthe screen (not shown, but can be the same as 34 a) on the hand-heldunit 15 b receiving signals from the processor at the FIG. 12 b todisplay images or a video associated with striking the appropriate bodypart.

In another example, the processor (not shown, but can be the same as 41a) in the hand-held unit 15 b executes a program which allows the playerto select the body part to be struck. The processor in the hand-heldunit 15 b communicates the information to the processor in the FIG. 12b, which then causes the speaker 28 b to voice the appropriateinstructions. When a switch 18 b or 20 b is struck, the processor in theFIG. 12 b receives a signal from the struck switch 18 b or 20 b, andconveys the information to the processor in the hand-held unit 15 bwhich then determines whether the correct switch 18 b or 20 b has beenstruck.

In yet a further example, the FIG. 12 b can be modified to be a floormat having floor switches that are similar to the switches 18 b, 20 b.The play pattern can be the same as described above in connection withstriking selected switches 18 b, 20 b, except the player is nowinstructed to step on selected floor switches to actuate these switchesin a manner which simulates a dance routine or other foot-steppingroutine.

FIG. 6 provides another illustration of how the game 10 a in FIGS. 3 and4 can be modified or extended to different applications. In FIG. 6, thebody portion 12 a and handle portions 14 a, 16 a are replaced by a chair12 c that can be essentially the same as the portions 12 a, 14 a, 16 acombined. The chair 12 c has a plurality of pressure switches 18 c and20 c, or other knobs 30 c, provided thereon, which can be the same asthe switches 18 a, 20 a and knobs 30 a, 32 a. The player holds ahand-held unit 15 c (which can be the same as 15 a) and can engage in anumber of different play modes.

In one example, the processor (not shown, but can be the same as 40 a)in the chair 12 c executes a program which broadcasts via a speaker 28 cthe part (e.g., arm-rest) of the chair 12 c that needs to be struck. Theplayer then attempts to strike the switch 18 c at that part in a similarmanner as actuating an actuation device in the game 10 a, with thescreen 34 c (which can be the same as 34 a) on the hand-held unit 15 creceiving signals from the processor at the chair 12 c to display imagesor a video associated with striking the appropriate part.

In another example, the processor (not shown, but can be the same as 41a) in the hand-held unit 15 c executes a program which allows the playerto select the part to be struck. The processor in the hand-held unit 15c communicates the information to the processor in the chair 12 c, whichthen causes the speaker 28 c to voice the appropriate instructions. Whena switch 18 c is struck or a knob 30 c is pivoted, the processor in thechair 12 c receives a signal from the struck switch 18 c or pivoted knob30 c, and conveys the information to the processor in the hand-held unit15 c which then determines whether the correct switch 18 c or knob 30 chas been struck or pivoted.

While the description above refers to particular embodiments of thepresent invention, it will be understood that many modifications may bemade without departing from the spirit thereof. The accompanying claimsare intended to cover such modifications as would fall within the truescope and spirit of the present invention.

1. An interactive game system, comprising: a) a game object having: aplurality of actuation devices in which at least two of the actuationdevices require different mechanical actions for actuation; a speaker; acommunication device; and a processor coupled to each of the actuationdevices and to the speaker and the communication device, the processoroutputting a first command signal to the speaker for a first actuationdevice to be actuated, the processor outputting a second command signalto the speaker when the first actuation device is actuated, the secondcommand signal for a second actuation device to be actuated, andoutputting an error signal to the speaker if the first actuation deviceis not actuated within a predetermined period of time; and b) ahand-held unit having: control buttons; a display screen; acommunication device that communicates signals with the communicationdevice of the game object; and a processor coupled to the controlbuttons, the display screen and the communication device of thehand-held unit, the processor of the hand-held unit outputting imagesignals to the display screen that is representative of the mechanicalactions being taken on the game object.
 2. The system of claim 1,wherein the processor of the game object outputs the error signal to thespeaker when an actuation device other than the first actuation deviceis actuated in response to the first command signal.
 3. An interactivegame system, comprising: a) a game object having: a plurality ofactuation devices in which at least two of the actuation devices requiredifferent mechanical actions for actuation; a communication device; anda processor coupled to each of the actuation devices and to thecommunication device; b) a hand-held unit having: control buttons; aspeaker; a display screen that is representative of the mechanicalactions being taken on the game object; a communication device thatcommunicates signals with the communication device of the game object;and a processor coupled to the control buttons, the speaker, the displayscreen and the communication device of the hand-held unit, the processorof the hand-held unit outputting: (i) image signals to the displayscreen that are representative of the mechanical actions being taken onthe game object, (ii) a first command signal to the speaker for a firstactuation device to be actuated, (iii) a second command signal to thespeaker when the first actuation device is actuated, the second commandsignal is for a second actuation device to be actuated, and (iv) anerror signal to the speaker if the first actuation device is notactuated within a predetermined period of time.
 4. The system of claim3, wherein the processor of the hand held unit outputs the error signalto the speaker when an actuation device other than the first actuationdevice is actuated in response to the first command signal.
 5. A methodof playing a game between two players, comprising: a) providing a firstplayer with a game object having: a plurality of actuation devices inwhich at least two of the actuation devices require different mechanicalactions for actuation; a communication device; a game object processorcoupled to each of the actuation devices and to the communicationdevice; and means for indicating the actuation device to be actuated; b)providing a second player with a hand-held unit having: control buttons;a speaker; a display screen that is representative of the mechanicalactions being taken on the game object; a communication device thatcommunicates signals with the communication device of the game object;said hand-held unit processor coupled to the control buttons, thespeaker, the display screen and the communication device of thehand-held unit; c) the second player manipulating the control buttons toselect an actuation device to be actuated, the signals generated by theselected control buttons causing the hand-held unit processor tocommunicate control signals to the game object processor which in turncause the indicating means to indicate the selected actuation device; d)the first player attempting to actuate the selected actuation device; e)outputting an error message if the first player does not actuate theselected actuation device within a predetermined period of time; and f)repeating steps (c) and (d) if the first player actuates the selectedactuation device within a predetermined period of time.
 6. The method ofclaim 5, wherein step (e) further includes outputting an error signal toa speaker when an actuation device other than the selected actuationdevice is actuated.
 7. The method of claim 5, wherein step (e) furtherincludes outputting an error signal to a speaker if the selectedactuation device is not actuated within a predetermined period of time.